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Effect Of Action Video Games On Attentional Blink

Posted on:2022-10-21Degree:MasterType:Thesis
Country:ChinaCandidate:X L ZhangFull Text:PDF
GTID:2505306530494964Subject:Development and educational psychology
Abstract/Summary:
Nowadays,video games have become one of the main entertainment methods for teenagers and the youth in China.They expect to pursue a healthy and rich spiritual world in this entertainment life.However,video game addiction will cause a series of adverse consequences,damaging players’ physical health,social relationships,and cognitive abilities.But it is undeniable that video games can also bring many benefits.For example,studies have shown that action video games have a positive impact on the player’s visual attention function and spatial cognition.As a phenomenon in attentional processing,the attentional blink(AB)effect refers to the phenomenon that it is difficult for participants to recognize target 2 in a short time if target 2 appears between200-500 ms after target 1.Some researchers believe that action video games can improve the accuracy of the player’s recognition of target 2,but other researchers hold the opposite view.The difference may be due to the fact that the researchers did not distinguish between gamers with addictive tendencies and those who played for pleasure.Therefore,this research will discuss the impacts of addiction-prone game use and recreational game use on action game players’ the attentional blink,and explore the effect of action video game training on the attentional blink of players.It can help to get a thorough understanding of the effect of action video games on human attention function.In the first study,85 eligible subjects were selected,including 29 action video game entertainment players(15 males and 14 females),28 action video game addicted players(14 males and 14 females)),and 28 people in the control group(3 males and 25females).Study 1A used the single-sequence RSVP paradigm to explore the behavioral characteristics of the three groups in the time attentional blink.The results showed that:(1)The difference in the accuracy of target 1 recognition between three groups was not statistically significant;(2)Recreational players,addicted players and the control group have significant differences in the recognition accuracy of target 2.Specifically,recreational players’ accuracy of recognition of target 2 was significantly higher than that of addicted players and control Group;(3)Subjects’ recognition accuracy rate of target 2 under lag3 conditions was significantly higher than that under lag8 conditions,and obvious attentional blink was found;(4)The recreational players’ recognition accuracy of target 2 was significantly higher than that of addicted players.Study 1B uses the multi-sequence RSVP paradigm to explore the behavioral characteristics of the three groups of subjects in spatiotemporal attentional blink.The results showed that:(1)The subjects’ recognition accuracy of target 2 under the condition of the same spatial position was significantly higher than that under the condition of the different spatial positions,that is,the attentional blink was more obvious when the spatial position was different;(2)When the spatial position was the same,the recognition accuracy of target2 during the attentional blink period was significantly lower than other time;(3)When the spatial position was different,the recognition accuracy of target 2 during the attentional blink period was significantly lower than other time.Study 2 selected 28 eligible subjects through questionnaires and randomly assigned them into the action-game training group and the non-action-game training group.In this study,the two games named "FIFA Football World" and "Township" were used for the action group and the non-action group respectively.The training lasted for 21 days,and the participants trained for 1 hour per day.Study 2A examines the impacts of action video game training and non-action video game training on players’ attentional blink from the time dimension.The results showed that:(1)The action group’s difference value in the recognition accuracy of target 1 was significantly higher than that of the non-action group;(2)The action group’s difference value in the recognition accuracy of target 2 was higher than that of the non-action group,but it was not statistically significant;(3)The subjects’ difference value in recognition accuracy of target 2 during the attentional blink period was significantly higher than other time.Study 2B combines the dimensions of time and space to examine the effects of action video game training and non-action video game training on players’ attentional blink.The results showed that when the spatial position was the same,the action group’s difference value in recognition accuracy of target 2 during the attentional blink period was significantly higher than other time;when the spatial position was different,the non-action group’s difference value in recognition accuracy of target 2 during the attentional blink period was significantly higher than other time.To sum up,this research suggests that playing action video games enhances the ability of recreational players to allocate attention resources,thereby reducing the attentional blink effect on them in the time dimension and improving their attention functions,while the addictive use of games has a negative impact on their attention function.
Keywords/Search Tags:action video games, addiction-prone game user, recreational game user, attentional blink, game training
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